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Previous Message: Re: Gamaro and Morag Space Pt 5
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Month Index: December, 1999


From:     Ben Buh <belonlord@????.com>
Date:     Fri, 3 Dec 1999 06:25:46 -0700
Subject:  Re: Gamaro and Moragspace Pt 6
Doorways
        All doorways within the scro area have a special warding that is set off
by any creature crossing a threshold that is invisible, ethereal,
diminunized or undead. Once triggered the ward slams the door shut, casts
dispel magic at 10 lvl, wizard locks the door at 10 lvl, and then sounds
an audible alarm. This summons one of 4 specialty teams to respond to the
area within two rounds.

Specialty Team
        2 Warpriests 5/5 Pr/Ma Armed w/ revolvers, iron bands of bilarro and +2
long                    swords, AC 0 (Chainmail +2, Dex)
        1 Captain 6 Wa Armed w/ lever action infantry rifle, +3 battle axe
(specialized) and                       boots of speed, AC -2 (Chain +3, Dex and boots)
        4 Sergeants 4 Wa Armed w/ revolvers, bastard swords +1(specialized) and
                        beads of force, AC 1(Chain +1, Dex)
        6 Std Scro 3 Wa Armed w/ long swords +1(specialized) AC 3 (spike lthr,
med                     shield (specialized), Dex) (Poisoned spikes Class D)

        There are two specialty teams stationed just beyond the double doors
from the grand hall. Other teams are placed near the two forward
entrances to the compound  located within the forward scro sleeping
quarters.

Command Center
        Beyond the secured entrances lies the scro central command center.
Details are sketchy at best but rather unimportant as little is constant
in the ongoing war effort. From the main entrance from the Grand hall
past the security teams is another set of double doors that lead to the
scro war room. Only scro or visiting dignitaries may enter the war room,
the room is complete with starcharts and maps of the spheres in the area
of Moragspace. Little real information is kept here that is not common
knowledge to most scro. The furnishings vary from tables to desks to
nothing depending on the command needs.
        From the war room there are 2 doors leading to the real strategy and
planning area where reports are heard by the commanding general of
Gamaro, currently General Kyo Rachek.
        Kyo’s quarters are attached to the strategy room and typically not
guarded but enough scro are always coming and going that he is never
without backup. Kyo is a master warrior and meticulous in his
preparations for any battle, so it can be assumed that in his own sanctum
he has made similar preparations. There are 2 small (25’ by 25’) chambers
attached to either end of Kyo’s quarters, each is hidden by a secret door
attuned to Kyo’s torekgh and a command word known only to him. One
contains Kyo’s personal library and records of all troop movements and
plans for the scro. The other contains Kyo’s art room, where he keeps
various masterpieces of elven sculpture and art. Kyo’s Mohr Kraz is this,
he comes here to meditate and ponder on the elven soul he believes is
reflected in their art. By understanding their art, Kyo believes he
understands the elves and their needs, desires and fears. Judging by his
current record against the elves, he may be proved correct.
        Details on general Kyo and other NPC’s will be included at the end of
this treatise.
        Also within central command are the ships office, crew assignments,
mercenaries office and the intelligence/spy office. Each serves as a
center for documentation, charts and supply details to the main command
chain of the scro concerning activities and progress in the area. The
mercenary office and the spy office are the only locations within the
scro central command that are visited by non-scro with regularity. All
non-scro are accompanied by scro escorts as listed above.

Scro Quarters
        Beyond the central command farther forward are the 2 scro compounds for
the rank and file scro warriors on T2. Each measures 200’ wide by 500’
long and has 30’ ceilings. There are little amenities in the scro
quarters and bunkbeds set up in barracks fashion are the norm. Each scro
has a personal chest of belongings and some storage space for weapons and
armor. Up to 200 scro can sleep in each quarter at once, the scro employ
a shift that has 400 in each quarter, one at work or on patrol in ships
while the other rests or stays on board for a time. Anywhere from 30-60
scro can be found in either quarter at once and another 20-50 can be
passing through. Weapons will vary.

SCRO TEMPLE

        The scro organize their time into 5 day weeks, and on every 3rd day they
gather to the temple for worship. Only about half attend on any given
week, the remainder alternate the next week. The procession of the scro
to their worship is a well organized march starting with General Kyo and
High Warpriest Slaine. The majority of the Warpriests attend as well as
many of the black scromages. The long procession begins in the Grand Hall
and winds toward the 50’ wide stairwell far forward on T2 and winds down
it to T1. At the landing of the stairs they pass by 2 30’ tall statues of
Dukagsh, 1 to each side, carved from basalt stone and covered with a
massive steel replica of Dukagsh’s chain mail. His fabled axe rests
against his chest and his arms are folded. The room they enter is a large
mausoleum, with 2 halls that lead out to the port and starboard. The
procession splits and exits through the halls and enters the twin
chambers of purification, where the 50’ diameter Pools of Purity reside.
        Here the scro gather around, kneel in supplication and utter prayers as
they take the water and perform a ritual cleansing of the head and hands.
The water is very clean but acts as unholy water. It cannot be poisoned,
and the scro are forbidden to drink the waters of the pool.
        The waters also act as a combination of detection spells to those who
touch it. Detect good and detect shapechange are simultaneously cast upon
those touching the waters. Affected creatures radiate a green light like
a faerie fire that is immediately noticed by any other scro present. The
Warpriests on the security team at the top of the stairs will be notified
and close on the position immediately. Present scro will attack or push
the intruder into the pools which are only 5’ deep, however a water weird
is summoned to the pool as well and immediately attacks the intruder.
        All scro willingly take part in the ritual of the waters of Dukagsh.
Those that do receive the effects of a prayer spell for 1 whole day.
Before large battles the Warpriests will occasionally hold a special
service to prepare the scro troops.
        The entire scro temple and Marauder chamber has been lined with lead to
prevent scrying, passwall, phasing, astral and ethereal entry.

Marauder
        Once exiting the pools the scro enter the huge temple itself. The temple
area is near 2000’ across and about 1000’ long, the ceiling rises to 80’.
The first thing to draw the upon entering is the marauder chamber, a 300’
diameter circle that rises 60’ toward the ceiling. The chamber acts as a
prison to the primary marauder, and is constructed from the ribs of the
gammaroid, supported by stone and mortar. The outside is layered with
steel and covered across the entire surface with runes 6’ tall. The
chamber was ensorcelled by the black scro mages working with the
Warpriests to act as a massive lifejammer, providing power to the Arrow
ships outside.
        The secrets of lifejammer magic and helms have been known to the scro
for 40 years, and with the intense focus on life and death energy that
the black scromages  focus on it was relatively easy for them to build
the chamber. The difficulty was finding a creature hardy enough to occupy
such a creation, and then how to confine the beast. To the black
scromages the discovery of the primary marauder on Gamaro was a direct
blessing from Dukagsh. It took ten years to build the Chamber, but the
effort was invaluable. (DM’s note: Gamaro does not gain motive power from
the Chamber, only the Arrow ships on Gamaro’s perimeter defense. Gamaro’s
motive power comes from the undead life force of the animated gammaroid.)
        The marauder also functions as the waste disposal for the entire base,
large loads of waste and garbage are brought on small skiffs outfitted
with furnace helms and dumped without ceremony into the marauders waiting
mouths. The marauders utilizes all the extra matter to rebuild its
strength which is constantly drained by the Arrow fleet.
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